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* Makes camera shaking more smooth Makes shake_camera use more then instant steps for its animates. The concept is to not respect duration quite so strictly. So instead of instantly moving, we get the distance to travel, pick the lower of the two numbers to preserve some jerk, and multiply it by tile size * 0.7. So effectively 0.7 ticks per tile. I've found this works reasonably well for making shaking events look less shit, though there is room to make it a preference option in future, since this number could go between 0 for the old behavior, and say 5 for slow but not say, visually hasurdus speeds. * Makes large close range explosions shake more then far out ones The old system for calculating explosion shake was sqrt(delta/10) when the delta could really only ever go up to like 20. So it maxed out at 1.3 or so, which doesn't really fit being hit directly by a bomb. I hate old coders. I'm changing the fomula to sqrt(range/(dist + 1)), which works out to roughly 4.5 at 20 near_distance, which is a maxcap. Scales reasonably fast, 4 tiles or so, so this primarially effects getting hit full on with a big bomb
539 lines
17 KiB
Plaintext
539 lines
17 KiB
Plaintext
// see _DEFINES/is_helpers.dm for mob type checks
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///Find the mob at the bottom of a buckle chain
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/mob/proc/lowest_buckled_mob()
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. = src
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if(buckled && ismob(buckled))
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var/mob/Buckled = buckled
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. = Buckled.lowest_buckled_mob()
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///Convert a PRECISE ZONE into the BODY_ZONE
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/proc/check_zone(zone)
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if(!zone)
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return BODY_ZONE_CHEST
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switch(zone)
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if(BODY_ZONE_PRECISE_EYES)
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zone = BODY_ZONE_HEAD
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if(BODY_ZONE_PRECISE_MOUTH)
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zone = BODY_ZONE_HEAD
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if(BODY_ZONE_PRECISE_L_HAND)
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zone = BODY_ZONE_L_ARM
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if(BODY_ZONE_PRECISE_R_HAND)
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zone = BODY_ZONE_R_ARM
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if(BODY_ZONE_PRECISE_L_FOOT)
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zone = BODY_ZONE_L_LEG
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if(BODY_ZONE_PRECISE_R_FOOT)
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zone = BODY_ZONE_R_LEG
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if(BODY_ZONE_PRECISE_GROIN)
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zone = BODY_ZONE_CHEST
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return zone
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/**
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* Return the zone or randomly, another valid zone
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*
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* probability controls the chance it chooses the passed in zone, or another random zone
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* defaults to 80
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*/
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/proc/ran_zone(zone, probability = 80)
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if(prob(probability))
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zone = check_zone(zone)
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else
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zone = pickweight(list(BODY_ZONE_HEAD = 1, BODY_ZONE_CHEST = 1, BODY_ZONE_L_ARM = 4, BODY_ZONE_R_ARM = 4, BODY_ZONE_L_LEG = 4, BODY_ZONE_R_LEG = 4))
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return zone
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///Would this zone be above the neck
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/proc/above_neck(zone)
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var/list/zones = list(BODY_ZONE_HEAD, BODY_ZONE_PRECISE_MOUTH, BODY_ZONE_PRECISE_EYES)
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if(zones.Find(zone))
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return TRUE
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else
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return FALSE
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/**
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* Convert random parts of a passed in message to stars
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*
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* * phrase - the string to convert
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* * probability - probability any character gets changed
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*
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* This proc is dangerously laggy, avoid it or die
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*/
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/proc/stars(phrase, probability = 25)
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if(probability <= 0)
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return phrase
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phrase = html_decode(phrase)
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var/leng = length(phrase)
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. = ""
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var/char = ""
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for(var/i = 1, i <= leng, i += length(char))
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char = phrase[i]
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if(char == " " || !prob(probability))
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. += char
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else
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. += "*"
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return sanitize(.)
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/**
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* Makes you speak like you're drunk
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*/
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/proc/slur(phrase)
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phrase = html_decode(phrase)
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var/leng = length(phrase)
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. = ""
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var/newletter = ""
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var/rawchar = ""
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for(var/i = 1, i <= leng, i += length(rawchar))
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rawchar = newletter = phrase[i]
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if(rand(1, 3) == 3)
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var/lowerletter = lowertext(newletter)
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if(lowerletter == "o")
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newletter = "u"
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else if(lowerletter == "s")
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newletter = "ch"
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else if(lowerletter == "a")
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newletter = "ah"
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else if(lowerletter == "u")
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newletter = "oo"
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else if(lowerletter == "c")
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newletter = "k"
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if(rand(1, 20) == 20)
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if(newletter == " ")
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newletter = "...huuuhhh..."
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else if(newletter == ".")
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newletter = " *BURP*."
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switch(rand(1, 20))
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if(1)
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newletter += "'"
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if(10)
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newletter += "[newletter]"
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if(20)
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newletter += "[newletter][newletter]"
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. += "[newletter]"
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return sanitize(.)
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/// Makes you talk like you got cult stunned, which is slurring but with some dark messages
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/proc/cultslur(phrase) // Inflicted on victims of a stun talisman
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phrase = html_decode(phrase)
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var/leng = length(phrase)
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. = ""
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var/newletter = ""
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var/rawchar = ""
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for(var/i = 1, i <= leng, i += length(rawchar))
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rawchar = newletter = phrase[i]
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if(rand(1, 2) == 2)
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var/lowerletter = lowertext(newletter)
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if(lowerletter == "o")
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newletter = "u"
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else if(lowerletter == "t")
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newletter = "ch"
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else if(lowerletter == "a")
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newletter = "ah"
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else if(lowerletter == "u")
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newletter = "oo"
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else if(lowerletter == "c")
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newletter = " NAR "
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else if(lowerletter == "s")
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newletter = " SIE "
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if(rand(1, 4) == 4)
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if(newletter == " ")
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newletter = " no hope... "
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else if(newletter == "H")
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newletter = " IT COMES... "
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switch(rand(1, 15))
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if(1)
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newletter = "'"
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if(2)
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newletter += "agn"
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if(3)
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newletter = "fth"
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if(4)
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newletter = "nglu"
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if(5)
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newletter = "glor"
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. += newletter
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return sanitize(.)
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///Adds stuttering to the message passed in
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/proc/stutter(phrase)
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phrase = html_decode(phrase)
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var/leng = length(phrase)
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. = ""
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var/newletter = ""
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var/rawchar = ""
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var/static/regex/nostutter = regex(@@[aeiouAEIOU ""''()[\]{}.!?,:;_`~-]@)
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for(var/i = 1, i <= leng, i += length(rawchar))
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rawchar = newletter = phrase[i]
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if(prob(80) && !nostutter.Find(rawchar))
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if(prob(10))
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newletter = "[newletter]-[newletter]-[newletter]-[newletter]"
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else if(prob(20))
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newletter = "[newletter]-[newletter]-[newletter]"
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else if (prob(5))
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newletter = ""
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else
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newletter = "[newletter]-[newletter]"
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. += newletter
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return sanitize(.)
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///Convert a message to derpy speak
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/proc/derpspeech(message, stuttering)
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message = replacetext(message, " am ", " ")
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message = replacetext(message, " is ", " ")
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message = replacetext(message, " are ", " ")
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message = replacetext(message, "you", "u")
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message = replacetext(message, "help", "halp")
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message = replacetext(message, "grief", "grife")
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message = replacetext(message, "space", "spess")
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message = replacetext(message, "carp", "crap")
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message = replacetext(message, "reason", "raisin")
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if(prob(50))
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message = uppertext(message)
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message += "[stutter(pick("!", "!!", "!!!"))]"
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if(!stuttering && prob(15))
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message = stutter(message)
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return message
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/**
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* Turn text into complete gibberish!
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*
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* text is the inputted message, replace_characters will cause original letters to be replaced and chance are the odds that a character gets modified.
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*/
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/proc/Gibberish(text, replace_characters = FALSE, chance = 50)
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text = html_decode(text)
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. = ""
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var/rawchar = ""
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var/letter = ""
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var/lentext = length(text)
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for(var/i = 1, i <= lentext, i += length(rawchar))
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rawchar = letter = text[i]
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if(prob(chance))
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if(replace_characters)
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letter = ""
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for(var/j in 1 to rand(0, 2))
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letter += pick("#", "@", "*", "&", "%", "$", "/", "<", ">", ";", "*", "*", "*", "*", "*", "*", "*")
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. += letter
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return sanitize(.)
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#define TILES_PER_SECOND 0.7
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///Shake the camera of the person viewing the mob SO REAL!
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///Takes the mob to shake, the time span to shake for, and the amount of tiles we're allowed to shake by in tiles
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///Duration isn't taken as a strict limit, since we don't trust our coders to not make things feel shitty. So it's more like a soft cap.
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/proc/shake_camera(mob/M, duration, strength=1)
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if(!M || !M.client || duration < 1)
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return
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var/client/C = M.client
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var/oldx = C.pixel_x
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var/oldy = C.pixel_y
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var/max = strength*world.icon_size
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var/min = -(strength*world.icon_size)
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//How much time to allot for each pixel moved
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var/time_scalar = (1 / world.icon_size) * TILES_PER_SECOND
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var/last_x = oldx
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var/last_y = oldy
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var/time_spent = 0
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while(time_spent < duration)
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//Get a random pos in our box
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var/x_pos = rand(min, max) + oldx
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var/y_pos = rand(min, max) + oldy
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//We take the smaller of our two distances so things still have the propencity to feel somewhat jerky
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var/time = round(max(min(abs(last_x - x_pos), abs(last_y - y_pos)) * time_scalar, 1))
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if (time_spent == 0)
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animate(C, pixel_x=x_pos, pixel_y=y_pos, time=time)
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else
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animate(pixel_x=x_pos, pixel_y=y_pos, time=time)
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last_x = x_pos
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last_y = y_pos
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//We go based on time spent, so there is a chance we'll overshoot our duration. Don't care
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time_spent += time
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animate(pixel_x=oldx, pixel_y=oldy, time=3)
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#undef TILES_PER_SECOND
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///Find if the message has the real name of any user mob in the mob_list
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/proc/findname(msg)
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if(!istext(msg))
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msg = "[msg]"
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for(var/i in GLOB.mob_list)
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var/mob/M = i
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if(M.real_name == msg)
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return M
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return 0
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///Find the first name of a mob from the real name with regex
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/mob/proc/first_name()
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var/static/regex/firstname = new("^\[^\\s-\]+") //First word before whitespace or "-"
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firstname.Find(real_name)
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return firstname.match
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/// Find the last name of a mob from the real name with regex
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/mob/proc/last_name()
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var/static/regex/lasttname = new("\[^\\s-\]+$") //First word before whitespace or "-"
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lasttname.Find(real_name)
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return lasttname.match
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///Returns a mob's real name between brackets. Useful when you want to display a mob's name alongside their real name
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/mob/proc/get_realname_string()
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if(real_name && real_name != name)
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return " \[[real_name]\]"
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return ""
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///Checks if the mob is able to see or not. eye_blind is temporary blindness, the trait is if they're permanently blind.
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/mob/proc/is_blind()
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SHOULD_BE_PURE(TRUE)
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return eye_blind ? TRUE : HAS_TRAIT(src, TRAIT_BLIND)
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///Is the mob hallucinating?
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/mob/proc/hallucinating()
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return FALSE
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// moved out of admins.dm because things other than admin procs were calling this.
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/// Returns TRUE if the game has started and we're either an AI with a 0th law, or we're someone with a special role/antag datum
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/proc/is_special_character(mob/M)
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if(!SSticker.HasRoundStarted())
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return FALSE
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if(!istype(M))
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return FALSE
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if(iscyborg(M)) //as a borg you're now beholden to your laws rather than greentext
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return FALSE
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if(isAI(M))
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var/mob/living/silicon/ai/A = M
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return (A.laws?.zeroth && (A.mind?.special_role || !isnull(M.mind?.antag_datums)))
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if(M.mind?.special_role || !isnull(M.mind?.antag_datums)) //they have an antag datum!
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return TRUE
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return FALSE
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/mob/proc/reagent_check(datum/reagent/R, delta_time, times_fired) // utilized in the species code
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return TRUE
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/**
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* Fancy notifications for ghosts
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*
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* The kitchen sink of notification procs
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*
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* Arguments:
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* * message
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* * ghost_sound sound to play
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* * enter_link Href link to enter the ghost role being notified for
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* * source The source of the notification
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* * alert_overlay The alert overlay to show in the alert message
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* * action What action to take upon the ghost interacting with the notification, defaults to NOTIFY_JUMP
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* * flashwindow Flash the byond client window
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* * ignore_key Ignore keys if they're in the GLOB.poll_ignore list
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* * header The header of the notifiaction
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* * notify_suiciders If it should notify suiciders (who do not qualify for many ghost roles)
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* * notify_volume How loud the sound should be to spook the user
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*/
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/proc/notify_ghosts(message, ghost_sound = null, enter_link = null, atom/source = null, mutable_appearance/alert_overlay = null, action = NOTIFY_JUMP, flashwindow = TRUE, ignore_mapload = TRUE, ignore_key, header = null, notify_suiciders = TRUE, notify_volume = 100) //Easy notification of ghosts.
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if(ignore_mapload && SSatoms.initialized != INITIALIZATION_INNEW_REGULAR) //don't notify for objects created during a map load
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return
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for(var/mob/dead/observer/O in GLOB.player_list)
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if(!notify_suiciders && (O in GLOB.suicided_mob_list))
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continue
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if (ignore_key && (O.ckey in GLOB.poll_ignore[ignore_key]))
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continue
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var/orbit_link
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if (source && action == NOTIFY_ORBIT)
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orbit_link = " <a href='?src=[REF(O)];follow=[REF(source)]'>(Orbit)</a>"
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to_chat(O, span_ghostalert("[message][(enter_link) ? " [enter_link]" : ""][orbit_link]"))
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if(ghost_sound)
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SEND_SOUND(O, sound(ghost_sound, volume = notify_volume))
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if(flashwindow)
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window_flash(O.client)
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if(source)
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var/atom/movable/screen/alert/notify_action/A = O.throw_alert("[REF(source)]_notify_action", /atom/movable/screen/alert/notify_action)
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if(A)
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if(O.client.prefs && O.client.prefs.UI_style)
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A.icon = ui_style2icon(O.client.prefs.UI_style)
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if (header)
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A.name = header
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A.desc = message
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A.action = action
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A.target = source
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if(!alert_overlay)
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alert_overlay = new(source)
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alert_overlay.layer = FLOAT_LAYER
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alert_overlay.plane = FLOAT_PLANE
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A.add_overlay(alert_overlay)
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/**
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* Heal a robotic body part on a mob
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*/
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/proc/item_heal_robotic(mob/living/carbon/human/H, mob/user, brute_heal, burn_heal)
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var/obj/item/bodypart/affecting = H.get_bodypart(check_zone(user.zone_selected))
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if(affecting && affecting.status == BODYPART_ROBOTIC)
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var/dam //changes repair text based on how much brute/burn was supplied
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if(brute_heal > burn_heal)
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dam = 1
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else
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dam = 0
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if((brute_heal > 0 && affecting.brute_dam > 0) || (burn_heal > 0 && affecting.burn_dam > 0))
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if(affecting.heal_damage(brute_heal, burn_heal, 0, BODYPART_ROBOTIC))
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H.update_damage_overlays()
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user.visible_message(span_notice("[user] fixes some of the [dam ? "dents on" : "burnt wires in"] [H]'s [affecting.name]."), \
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span_notice("You fix some of the [dam ? "dents on" : "burnt wires in"] [H == user ? "your" : "[H]'s"] [affecting.name]."))
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return 1 //successful heal
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else
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to_chat(user, span_warning("[affecting] is already in good condition!"))
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///Is the passed in mob a ghost with admin powers, doesn't check for AI interact like isAdminGhost() used to
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/proc/isAdminObserver(mob/user)
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if(!user) //Are they a mob? Auto interface updates call this with a null src
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return
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if(!user.client) // Do they have a client?
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return
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if(!isobserver(user)) // Are they a ghost?
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return
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if(!check_rights_for(user.client, R_ADMIN)) // Are they allowed?
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return
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return TRUE
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///Is the passed in mob an admin ghost WITH AI INTERACT enabled
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/proc/isAdminGhostAI(mob/user)
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if(!isAdminObserver(user))
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return
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if(!user.client.AI_Interact) // Do they have it enabled?
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return
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return TRUE
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/**
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* Offer control of the passed in mob to dead player
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*
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* Automatic logging and uses pollCandidatesForMob, how convenient
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*/
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/proc/offer_control(mob/M)
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to_chat(M, "Control of your mob has been offered to dead players.")
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if(usr)
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log_admin("[key_name(usr)] has offered control of ([key_name(M)]) to ghosts.")
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message_admins("[key_name_admin(usr)] has offered control of ([ADMIN_LOOKUPFLW(M)]) to ghosts")
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var/poll_message = "Do you want to play as [M.real_name]?"
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if(M.mind)
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poll_message = "[poll_message] Job: [M.mind.assigned_role.title]."
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if(M.mind.special_role)
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poll_message = "[poll_message] Status: [M.mind.special_role]."
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else
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var/datum/antagonist/A = M.mind.has_antag_datum(/datum/antagonist/)
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if(A)
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poll_message = "[poll_message] Status: [A.name]."
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var/list/mob/dead/observer/candidates = pollCandidatesForMob(poll_message, ROLE_PAI, FALSE, 100, M)
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if(LAZYLEN(candidates))
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var/mob/dead/observer/C = pick(candidates)
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to_chat(M, "Your mob has been taken over by a ghost!")
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message_admins("[key_name_admin(C)] has taken control of ([ADMIN_LOOKUPFLW(M)])")
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M.ghostize(0)
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M.key = C.key
|
|
M.client?.init_verbs()
|
|
return TRUE
|
|
else
|
|
to_chat(M, "There were no ghosts willing to take control.")
|
|
message_admins("No ghosts were willing to take control of [ADMIN_LOOKUPFLW(M)])")
|
|
return FALSE
|
|
|
|
///Clicks a random nearby mob with the source from this mob
|
|
/mob/proc/click_random_mob()
|
|
var/list/nearby_mobs = list()
|
|
for(var/mob/living/L in range(1, src))
|
|
if(L!=src)
|
|
nearby_mobs |= L
|
|
if(nearby_mobs.len)
|
|
var/mob/living/T = pick(nearby_mobs)
|
|
ClickOn(T)
|
|
|
|
/// Logs a message in a mob's individual log, and in the global logs as well if log_globally is true
|
|
/mob/log_message(message, message_type, color=null, log_globally = TRUE)
|
|
if(!LAZYLEN(message))
|
|
stack_trace("Empty message")
|
|
return
|
|
|
|
// Cannot use the list as a map if the key is a number, so we stringify it (thank you BYOND)
|
|
var/smessage_type = num2text(message_type)
|
|
|
|
if(client)
|
|
if(!islist(client.player_details.logging[smessage_type]))
|
|
client.player_details.logging[smessage_type] = list()
|
|
|
|
if(!islist(logging[smessage_type]))
|
|
logging[smessage_type] = list()
|
|
|
|
var/colored_message = message
|
|
if(color)
|
|
if(color[1] == "#")
|
|
colored_message = "<font color=[color]>[message]</font>"
|
|
else
|
|
colored_message = "<font color='[color]'>[message]</font>"
|
|
|
|
//This makes readability a bit better for admins.
|
|
switch(message_type)
|
|
if(LOG_WHISPER)
|
|
colored_message = "(WHISPER) [colored_message]"
|
|
if(LOG_OOC)
|
|
colored_message = "(OOC) [colored_message]"
|
|
if(LOG_ASAY)
|
|
colored_message = "(ASAY) [colored_message]"
|
|
if(LOG_EMOTE)
|
|
colored_message = "(EMOTE) [colored_message]"
|
|
|
|
var/list/timestamped_message = list("\[[time_stamp()]\] [key_name(src)] [loc_name(src)] (Event #[LAZYLEN(logging[smessage_type])])" = colored_message)
|
|
|
|
logging[smessage_type] += timestamped_message
|
|
|
|
if(client)
|
|
client.player_details.logging[smessage_type] += timestamped_message
|
|
|
|
..()
|
|
|
|
///Can the mob hear
|
|
/mob/proc/can_hear()
|
|
. = TRUE
|
|
|
|
/**
|
|
* Examine text for traits shared by multiple types.
|
|
*
|
|
* I wish examine was less copypasted. (oranges say, be the change you want to see buddy)
|
|
*/
|
|
/mob/proc/common_trait_examine()
|
|
if(HAS_TRAIT(src, TRAIT_DISSECTED))
|
|
var/dissectionmsg = ""
|
|
if(HAS_TRAIT_FROM(src, TRAIT_DISSECTED,"Extraterrestrial Dissection"))
|
|
dissectionmsg = " via Extraterrestrial Dissection. It is no longer worth experimenting on"
|
|
else if(HAS_TRAIT_FROM(src, TRAIT_DISSECTED,"Experimental Dissection"))
|
|
dissectionmsg = " via Experimental Dissection"
|
|
else if(HAS_TRAIT_FROM(src, TRAIT_DISSECTED,"Thorough Dissection"))
|
|
dissectionmsg = " via Thorough Dissection"
|
|
. += "[span_notice("This body has been dissected and analyzed[dissectionmsg].")]<br>"
|
|
if(HAS_TRAIT(src,TRAIT_HUSK))
|
|
. += span_warning("This body has been reduced to a grotesque husk.")
|
|
|
|
/**
|
|
* Get the list of keywords for policy config
|
|
*
|
|
* This gets the type, mind assigned roles and antag datums as a list, these are later used
|
|
* to send the user relevant headadmin policy config
|
|
*/
|
|
/mob/proc/get_policy_keywords()
|
|
. = list()
|
|
. += "[type]"
|
|
if(mind)
|
|
if(mind.assigned_role.policy_index)
|
|
. += mind.assigned_role.policy_index
|
|
. += mind.special_role //In case there's something special leftover, try to avoid
|
|
for(var/datum/antagonist/antag_datum as anything in mind.antag_datums)
|
|
. += "[antag_datum.type]"
|
|
|
|
///Can the mob see reagents inside of containers?
|
|
/mob/proc/can_see_reagents()
|
|
return stat == DEAD || has_unlimited_silicon_privilege //Dead guys and silicons can always see reagents
|
|
|
|
///Can this mob hold items
|
|
/mob/proc/can_hold_items(obj/item/I)
|
|
return length(held_items)
|